wined3d: Allow read back of P8 surfaces. This fixes some of the redrawing issues in Red Alert.
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@ -55,7 +55,8 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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return;
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}
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if(This->Flags & SFLAG_CONVERTED) {
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/* Only support read back of converted P8 surfaces */
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if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
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FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
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return;
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}
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@ -86,9 +87,17 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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LEAVE_GL();
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} else {
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void *mem;
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GLenum format = This->glDescription.glFormat;
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GLenum type = This->glDescription.glType;
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int src_pitch = 0;
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int dst_pitch = 0;
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/* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
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if(This->resource.format == WINED3DFMT_P8) {
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format = GL_ALPHA;
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type = GL_UNSIGNED_BYTE;
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}
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if (This->Flags & SFLAG_NONPOW2) {
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unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
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src_pitch = This->bytesPerPixel * This->pow2Width;
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@ -100,21 +109,21 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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}
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TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
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This->glDescription.glFormat, This->glDescription.glType, mem);
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format, type, mem);
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if(This->Flags & SFLAG_PBO) {
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
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checkGLcall("glBindBufferARB");
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glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
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This->glDescription.glType, NULL);
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glGetTexImage(This->glDescription.target, This->glDescription.level, format,
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type, NULL);
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checkGLcall("glGetTexImage()");
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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} else {
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glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
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This->glDescription.glType, mem);
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glGetTexImage(This->glDescription.target, This->glDescription.level, format,
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type, mem);
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checkGLcall("glGetTexImage()");
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}
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LEAVE_GL();
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